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Week 04 - Level Design

Writer: Sean NgoSean Ngo

This week I was absent for 2 days. I fell ill on Saturday because of food poisoning and had to stay home. I apologise in advance as there is little content this week. Regardless I will be talking about the level design of the DeadLands and the Ruins.


Level Design

The design has been confirmed with the environment concept provided by the artist. I started blocking the level by following the level map I designed last week.

The left is the level design in Unity and the right is the top-down view of the level.


There will be multiple iterations of the level design for the DeadLands as it is big which consist of the Ruins which has the boss in it.


Playtesting

Through playtesting the game, I have found multiple errors within the game.

  • The player can get on top of enemy when they dodge

  • Error when exiting to the main menu

  • Interacting with NPC does not immediately give the player options to select

  • The mouse does not show when a dialogue is played

  • Dialogue with the NPCs were too slow, suggested an adjustable text speed in the settings


General Game Design

I am finalising all the mechanics for the game and relevant possible mechanics that we can implement in the future. The movement mechanics of the player has been fully documented in detail. Sprinting will cancel when the player takes damage, it will sheathe their equipment before sprinting while in combat.

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